“Every problem can be addressed in multiple ways. The puzzle is not ‘How do I solve this problem?’ The puzzle is ‘How do I manipulate the environment in a way that’s going to get me more of what I want, so I get to do more of what I like to do,'” he explained.

“If you set off every alarm [in Deus Ex], that’s going to attract the attention of a lot of guards, which means you’re going to get in to a lot of fights. So if you want to get into fights, just show yourself and set off alarms.”

Spector said Epic Mickey is “just like Deus Ex” in that players can use the game’s rules to get at the kind of gameplay they want. He gave an example of a platforming section which players can make easier by solving a puzzle – depending on which kind of gameplay they enjoy most, they can choose to jump right into the action or use logic to clear the path a little.

“In most games, like if you’re playing a shooter, and you’re just not good enough, your option is to stop playing,” Spector added.

“If you’re playing a stealth game, and you’re not good enough to pass a guard, your option is to stop playing. In this game, as in Deus Ex, as in several other games I’ve worked on, if something is too hard for you, don’t beat your head against the wall. Stop, think, look at the situation and try for something else.

“I tell the designers all the time, if there is any time in this game where there’s only one way to do something, that’s a failure of design. Always look for the other way, it’s always there.”

Epic Mickey 2: The Power of Two is due for release on PlayStation 3, Wii and Xbox 360 later this year.